Batteries
Batteries used to power many different ship systems. Unlike other resources, batteries cannot be stored in Storage Bays.
Batteries are a special refined resource produced by reactors (such as the Small Reactor Core), automatically every second.
Crew can transport batteries to all parts that require power. Batteries can also be stored in Power Capacitors to provide nearby access with no risk of explosion. Unlike other resources, batteries cannot be stored in a Storage Bay.
Batteries are technically a container for power, which is the resource actually used and listed in the stats of parts that use power in-game.
Not all parts require power. Those that do stop functioning without sufficient power. This is made obvious in-game by the immediate display of the "out of power" icon. no description provided. When that happens, any crew operating the power-depleted part may stop doing that in order to fetch batteries to deliver to the part.
Refilling power
Most parts will "ask for" batteries as soon as they have lost even a half-battery's worth of power (at 0.5 battery = 500 power). This causes a crew member to go out and fetch a (whole) battery in order to deliver it to the part.
Crew will usually choose the closest source, even if that source cannot keep up with the local demand for power. Whenever you see the "out of power" icon on a reactor, that's what's happening. In the game's jargon this is called "flatlining".
This is important for designing your ship.
The table below lets you know at what amount of depleted power storage different parts will cause crew to refill them.
Part | Threshold
(in batteries) |
Notes |
---|---|---|
Point Defense | 0.001 | This means as soon as even 1 shot is fired. |
Disruptor | 1 | |
Hyperdrive beacon | 1 | |
Laser blaser (large) | 1 | |
Mining laser | 1 | |
Sensors | 1 | |
Huge thruster | 1 | |
Tractor Beam Emitter | 1 | |
All other parts | 0.5 |
Sources
Batteries come in different sizes, each produced by the respective reactor size automatically every second.
A battery worth 1 power is called "size 1", a battery worth 2 power is called "double-capacity" or "size 2", and so on. Larger batteries allow for more power to be delivered at once by any single crew member, but also take longer to grab from the reactor by each individual crew member, a process called "charging".
Source | Reactor size | Battery size | Battery production rate | Battery charging time
(in seconds) |
---|---|---|---|---|
Small reactor | 2x2 | 1 | 1.5 (90 per minute) | 0 |
Medium reactor | 3x3 | 2 | 4.5 (270 per minute) | 0.5 |
Large reactor | 4x4 | 3 | 13.5 (810 per minute) | 1.0 |
Depletion
Batteries lose power for a variety of reasons :
- Over time
- Per shot fired (in weapons)
- Per unit produced (in factories)
- Shields lose power when their protective arc is hit, a loss equal to a percentage of the damage inflicted.
- When the part (or shield arc) is hit by a projectile if that projectile is an EMP missile or a bolt from a disruptor.
- Some parts are completely drained right before Hyperjumps. E.g. shields.
Details are in the list below.
Power Consumption Lists
Feel free to contribute to make it better!
Name | Capacity | Per Second | Notes |
---|---|---|---|
Cockpit | 2 | 1/60 (1 per minute) | If it runs out, you may lose full control of the ship. |
Control Room | 4 | 1/30 (2 per minute) | If it runs out, you may lose full control of the ship. |
Bridge | 8 | 1/15 (4 per minute) | If it runs out, you may lose full control of the ship. |
Engine Room | 4 | 1/10 (6 per minute) | Also supplies power to adjacent active thrusters, increasing this parts consumption accordingly. |
Sensor Array | 8 | 1/30 (12 per minute) | |
Hyperdrive Beacon | 12 | 1/30 (12 per minute) |
Name | Capacity | Per Shot | Per Second (continuous fire) |
---|---|---|---|
Laser Blaster | 4 | 0.2 | 0.27 |
Heavy Laser Blaster | |||
Disruptor | |||
Point Defense System | |||
Ion Beam Emitter | |||
Mining Laser | |||
Railgun |
Name | Capacity | Per Second (full load) |
---|---|---|
Small Hyperdrive | ||
Medium Hyperdrive | ||
Large Hyperdrive | ||
every thruster here |
Name | Capacity | Constant Per Second | Per 1000 Damage Taken | Notes |
---|---|---|---|---|
Small Shield Generator | 6 | 0.1 | 0.4 | Fully depleted on Hyperdrive Jump |
Large Shield Generator | Fully depleted on Hyperdrive Jump |
factories go here |
Resource Collector |
Tractor Beam Emitter |
Considerations
The size of reactors is important : larger reactors create significantly more power than smaller ones, but ravage a much large area when destroyed.
Making ships is a balancing act between fulfilling the power needs of the parts, and reducing the associated risks. For more about this, see the guides.